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    Configuring <CODE_NOT> Control Mapping in lr-MAME2003?

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    • caver01C
      caver01 @dankcushions
      last edited by

      @dankcushions Issue added.

      My 4-player cocktail style cabinet built as a custom "roadcase"

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      • RiverstormR
        Riverstorm
        last edited by Riverstorm

        @caver01 @dankcushions

        It looks like the same here. I have an IPAC 2 and my global retroarch.cfg configured exactly as you do which looks like the MAME defaults using the A&B swap?

        input_player1_a = alt
        input_player1_b = ctrl
        input_player1_y = shift
        input_player1_x = space
        input_player1_start = num1
        input_player1_select = num5
        input_player1_l = z
        input_player1_r = x
        input_player1_left = left
        input_player1_right = right
        input_player1_up = up
        input_player1_down = down
        

        Input lr-mame2003 (Keyboard):
        "Up Arrow - Right Arrow - Right Arrow"

        Output:
        UP Retropad1 Up RIGHT RetroPad1 Right RIGHT RetroPad1 Right

        Input lr-mame2003 (IPAC 2):
        "Up Arrow - Right Arrow - Right Arrow"

        Output:
        UP Retropad1 Up RIGHT RetroPad1 Right RIGHT RetroPad1 Right

        Input lr-mame2003 (XBOX 360 Joystick):
        "Up Arrow - Right Arrow - Right Arrow"

        Output:
        RetroPad3 Up not RetroPad3 Right

        If you break it down it looks like it's not recording the NOT but sees it as 6 keys pressed when in actuality only 3 were used whereas the joystick combines them as a NOT.

        Is there two issues here? One being the double output (RAW and virtual) and other being not combining NOT statements?

        Keyboard & IPAC:

        1. UP
        2. Retropad1 Up
        3. RIGHT
        4. RetroPad1 Right
        5. RIGHT
        6. RetroPad1 Right

        Joystick:

        1. RetroPad3 Up
        2. not RetroPad3 Right
        caver01C 1 Reply Last reply Reply Quote 0
        • caver01C
          caver01 @Riverstorm
          last edited by

          @Riverstorm said in Configuring <CODE_NOT> Control Mapping in lr-MAME2003?:

          Input lr-mame2003 (Keyboard):
          "Up Arrow - Right Arrow - Right Arrow"

          Output:
          UP Retropad1 Up RIGHT RetroPad1 Right RIGHT RetroPad1 Right

          If you break it down it looks like it's not recording the NOT but see it as 3 key-presses for that one action whereas the joystick combines them as a NOT.

          I would contend that it's actually seeing six (6) keypresses not three (3):

          1. UP (raw)
          2. RetroPad1 Up (virtual)
          3. RIGHT (raw)
          4. RetroPad1 Right (virtual)
          5. RIGHT (raw)
          6. RetroPad1 Right (virtual)

          which are all <AND>ed together. Also, because they come in pairs (raw+virtual at the same time) it prevents <CODE_NOT> from working--already seeing two different inputs not the same one in succession.

          My 4-player cocktail style cabinet built as a custom "roadcase"

          RiverstormR 2 Replies Last reply Reply Quote 0
          • RiverstormR
            Riverstorm @caver01
            last edited by

            @caver01 said in Configuring <CODE_NOT> Control Mapping in lr-MAME2003?:

            I would contend that it's actually seeing six (6) keypresses not three (3):

            You beat me to it! ;) I revised my post after reading the issue.

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            • RiverstormR
              Riverstorm @caver01
              last edited by Riverstorm

              @caver01 said in Configuring <CODE_NOT> Control Mapping in lr-MAME2003?:

              which are all <AND>ed together. Also, because they come in pairs (raw+virtual at the same time) it prevents <CODE_NOT> from working--already seeing two different inputs not the same one in succession.

              Right, would it be considered two issues going on or do you think correcting one will fix both? It also exhibits the same behavior when pressing buttons too such as CTRL, ALT, etc.

              caver01C 1 Reply Last reply Reply Quote 0
              • caver01C
                caver01 @Riverstorm
                last edited by caver01

                @Riverstorm I think this is a single problem with the core implementation.

                The fact that we can block the RetroPad inputs with "nul" bindings allowing MAME to just receive raw double keypresses that it correctly interprets as <CODE_NOT>, combined with the fact that non-keyboard inputs (RetroPads defined by joypads/handheld controllers) are also able to generate <CODE_NOT> mapping makes me think that MAME is behaving exactly like it should. It's the Libretro implementation of inputs that seems to be the problem. It's uniquely affecting KEYBOARD input since that is the only way a RAW input gets to the emulator outside of the RetroPads.

                The most desirable fix would be the one @dankcushions suggests--filter out the RAW inputs if they match an existing key mapped in RetroArch. I hope the most practical way to fix it isn't an "all or nothing" proposition. In other words, I'd hate shut off RAW inputs completely, as we would lose the ability to press tab and bring up the MAME GUI (which is needed to define <CODE_NOT> in the first place!).

                I'd like to check other LR-emulators to see if they behave the same way. For instance, I haven't checked, but I wonder if lr-mame2010 does the same thing.

                My 4-player cocktail style cabinet built as a custom "roadcase"

                RiverstormR 1 Reply Last reply Reply Quote 0
                • RiverstormR
                  Riverstorm @caver01
                  last edited by Riverstorm

                  @caver01 said in Configuring <CODE_NOT> Control Mapping in lr-MAME2003?:

                  makes me think that MAME is behaving exactly like it should. It's the Libretro implementation of inputs that seems to be the problem. It's uniquely affecting KEYBOARD input since that is the only way a RAW input gets to the emulator outside of the RetroPads.

                  I don't know if it helps but I did test mame4all-pi and it does work as it should with both keyboard and joystick so that does make sense that it's the Libretro core.

                  caver01C 1 Reply Last reply Reply Quote 0
                  • caver01C
                    caver01 @Riverstorm
                    last edited by caver01

                    @Riverstorm Yeah, I think we are only dealing with a RetroArch/Libretro core issue here.

                    I tested lr-mame2010 and I could create <CODE_NOT> mappings in the MAME GUI whether I have P1 controls mapped in retroarch.cfg or bound to "nul". It works both ways. However, I cannot map ANYTHING in 2010 besides Player1 inputs (in both cases). I don't know if that's an issue with 2010 or what (I don't use it), but I could not setup coins, start, or any joystick/buttons from other player locations on my control panel.

                    Still, there may be something to learn from how inputs are captured in lr-mame2010. I don't see double entries like I do in 2003. Instead, a key mapped in the GUI to Player 1 left, for example, shows up as Kbd P1 JoyL
                    I am not sure what the logic is there, but it doesn't read like two inputs captured, and it does pickup the AND, OR and NOT mapping just fine, so something inside there is working like it should.

                    My 4-player cocktail style cabinet built as a custom "roadcase"

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                    • caver01C
                      caver01
                      last edited by

                      An interesting observation worth mentioning here is that while it took a complete set of "nul" bindings in lr-mame2003 to setup Vindicators (using <CODE_NOT> mappings for RAW keyboard inputs), once MAME has the inputs mapped for the game, you can remove the custom retroarch.cfg (vindictr.zip.cfg). It was only needed to do the mapping. The game plays fine because it is configured to only watch for the RAW inputs. When the regular RetroArch bindings are restored, the game still works. This is further evidence that the keyboard inputs are sending both RAW and RetroPad to MAME.

                      My 4-player cocktail style cabinet built as a custom "roadcase"

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                      • dankcushionsD
                        dankcushions Global Moderator
                        last edited by

                        i've been going through this and i'm not sure i can think of a nice way to resolve it. the problem is, mame is reading from the abstracted retropad and retrokeyboard. it doesn't know that they are the same key, because they are already abstracted at that point. i don't believe there's a point where you can do a comparison to see if they're the same key.

                        this seems like something that's best solved through configuration - if you want to avoid the double presses you should change the default binding of (for example) LEFT ARROW from RetroPad1 Left, or change it to 'null'.

                        caver01C 1 Reply Last reply Reply Quote 0
                        • caver01C
                          caver01 @dankcushions
                          last edited by

                          @dankcushions I can appreciate that, but it seems lr-mame2010 has it figured out. Maybe apples and oranges, but the double keys aren't showing up there.

                          My 4-player cocktail style cabinet built as a custom "roadcase"

                          dankcushionsD 1 Reply Last reply Reply Quote 0
                          • dankcushionsD
                            dankcushions Global Moderator @caver01
                            last edited by

                            @caver01 said in Configuring <CODE_NOT> Control Mapping in lr-MAME2003?:

                            @dankcushions I can appreciate that, but it seems lr-mame2010 has it figured out. Maybe apples and oranges, but the double keys aren't showing up there.

                            i think 2010 gets around it by making mame think a connected gamepad is a keyboard, so it never actually detects gamepads as gamepads, but as the virtual keyboard (i think in the tab menu it will always show up as "Kbd PX...". player 2 SHOULD work (the code is there.. possibly bugged), but player 3 and up won't work i believe, because it only maps 2 virtual keyboards. so this isn't a good solution, but a hack that happens to help in this specific situation.

                            that's my theory from the code, but i can't test it because i can't connect pads to my mac and can't be bothered to compile it on the pi :)

                            interestingly, i just found out that mame2010 runs killer instinct 2... at least on my mac.

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